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 on: February 18, 2018, 08:10:04 PM 
Started by Puritan - Last post by Puritan
Thanks for the submission(s)  :)

 on: February 18, 2018, 05:12:07 PM 
Started by Puritan - Last post by Forge
Bloodstone Courtyard
30 May 2016

A Doom inspired map.

It's a basically one large room done in a stone and water motif, and paletted Mars-red. Gather the few weapons and ammo stashes, murder a fistful of aliens, raise stone pillars, jump around on the top of said pillars to collect keys. That pretty much sums it up. Short and sweet. More fun than minute-rice.

Overall I'd give it a 71

 on: February 16, 2018, 06:25:54 PM 
Started by Puritan - Last post by Forge
Miguel Daher
1 June 2000

An old abandoned building in the middle of a slum that's been taken over by aliens.

This is a pretty straight forward map; the path is nearly a straight shot from start to finish. Aside from one key card, it's primarily just a series of switches that unlock doors, and a lot of in-your-face bullet exchanges with aliens. It's pretty tough; the player starts with the minimum pistol and ammo, eats some explosions to lower their hit points, then has to face down a few enemies in a hallway right outside the hover-copter they're in. Duke will get a weapon upgrade and a bit of ammo fairly quickly, but it's still an uphill battle for most of the map. Ammo and health are pretty scarce, aliens aren't.
There are a few quirks and annoyances along the way which mostly have to do with touchplates. A couple of them set off unannounced explosions for no apparent reason and take away precious health. Another is an touchplate that unlocks a room way back by the hover-copter that give the player an RPG - which they need to get through a wall crack. The player has to understand and interpret the series of cameras from the view-screen in the room where this unremarkable trigger occurs in order to grasp what they need to do, and where to go, to get the needed explosive weapon. That's if the player even bothers to look at the viewscreen. They could end up wandering aimlessly until they happen upon it, or accidentally find the semi-obscure alternate path that ends in a hidden door opening into the RPG room. Either way it's a bit of a sketchy set-up for something that's needed to progress.
The last bit of pain involves the one and only key card. It's well hidden. Very well hidden. Behind an almost indiscernible dark wooden panel located in the corner of a dark room.
Construction and detailing are a bit simplistic, and some of the texturing is a bit sloppy, but overall, the atmosphere is done fairly well. It's dark, dank, and gloomy, and the texture set fits the ambiance. Ramps, lifts, and plenty of twists and turns in the path give the impression of a larger map than what it is and also a sense of progression. More fun than mildew.

Overall I'd give it a 77

 on: February 14, 2018, 12:45:09 AM 
Started by Puritan - Last post by Forge
You may not remember since it was quite some time ago - and I only partially recall what was said, but the discussion was about a map by GregR called 1_bitch.
We knew it had another name, but weren't sure what it was, at the time.

It was originally called 1LastMap before he re-named it a little over a month later.
You probably already knew that, but I thought I'd bring it up since I just came across it in my stash.

 on: February 13, 2018, 04:15:50 PM 
Started by Puritan - Last post by Forge
5 September 1996

A lunar forced labor mining camp.

It appears that the aliens are capturing humans and forcing them to mine for minerals on the moon. The player starts locked up in prison and must make their way to the exit, presumably to escape. The significant portion of the map is made up of small, barely adorned rooms in a redundant fashion. In several cases, even the rooms that aren't prison cells or crews quarters are scantily detailed. Where it falls short in those locations it makes up for in others, as most of the constructive effort was put towards the underground tunnels and the lunar surface. The author also does a decent job at shading and texturing for most of it, so it's not totally dull. The player basically moves from the surface of the lunar body to somewhere deep underground, and then back again. It involves some jump puzzles, lifts, swimming, rock climbing, and blowing things up. A few key cards, some buttons, and lots of alien killing are tossed in to keep the action and environmental involvement at a constant pace. The author was even nice enough to provide a heavy dose of respawns to keep the player company as they backtrack to the final lock. More fun than a rock in your shoe.

Overall I'd give it a 71

 on: February 11, 2018, 02:51:14 PM 
Started by Puritan - Last post by Puritan
Thanks for the heads-up  :)
Video for "ATN" is attached to the review.

("SGP2" review already have a video.)

 on: February 11, 2018, 02:17:16 PM 
Started by Puritan - Last post by mere_duke
Some videos:
"Another Timeless Night" by A. Glavic:
"Shaky Grounds Part 2: Tragedy" Done Quick:

 on: February 10, 2018, 06:44:56 PM 
Started by Puritan - Last post by Forge
Mikko Sandt
April 19 2001

An EDF styled lunar base.

A pretty short, basic, and straightforward map. So much so, that a key and its corresponding lock are in the same room. The flow is fairly linear, and there's not much in the way of puzzles.
There are a few lifts, a teleportation station, and a bit of an underwater section to give it some depth; otherwise the atmosphere is marred by out of place or misaligned textures, minimal shading, and flat detailing. More fun than tofu.

Overall I'd give it a 68

 on: February 09, 2018, 03:52:46 PM 
Started by Puritan - Last post by Forge
Big City II
Dirty "Harry" Duke
14 February 1998

A large city map.

The floorplan is wide open, so this is a hide n' seek map. The objective is to wander around looking in every nook and crannie for keys and their partnering locks. With the level being pretty sizable and extensive with several multistory, multi-room buildings, this could take awhile. It's nicely constructed and decently trimmed out and detailed, but more shading and a higher frequency of ambient sounds would have really given this map an atmosphere with some depth. Aside from the shortcomings, it gets by well enough on the variety of locations and elevation shifts during travel.
The player starts out in a foyer of a building and under fire from several directions; it's best to pick a compass point and go. There are stashes of weapons and supplies spread out through the map, so eventually one will be found allowing the fight to be taken to the enemy. After that it's pretty much a matter of methodically searching until a key, then it's lock are found.
There are a few annoyances for the player because the mapper had a sadistic streak. Included for the player's pleasure are decoy keys, which are identified by their atypical color and resistance to being picked up. There are also fake cracks everywhere that are used for nothing more than decoration detailing. For some reason there's also a fake jetpak. Topping it off the end button is a pain to find as it's hidden behind a wall with the only discernible clue of its location being a barely noticeable red dot on the floor in front of it. More fun than self-flagellation.

Overall I'd give it a 72

 on: February 08, 2018, 03:44:11 AM 
Started by sT1LL_WAnTeD - Last post by sT1LL_WAnTeD

speedbuild showing of cave

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